Re: [Flightgear-devel] Tile sizes (was Re: SGBucket::sgBucketDiff fix)

2005-05-04 Thread Erik Hofman
Curtis L. Olson wrote:
So my question is this ... what would people think of perhaps doubling 
the equatorial tile width, and then keeping the width of all tiles fixed 
to the same value at all latitudes.

One *huge* bug that would be fixed is that we would eliminate the 
unsightly cracks at the boundaries where the tile width changes, since 
the terragear tools never handled that special case of edge matching 
correctly.
This sounds like a good idea to me. The terrain engine is one of the 
most important subsystems of a (flight)simulator and trying to get it to 
work perfectly is almost a necessity.

Erik
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Re: [Flightgear-devel] Tile sizes (was Re: SGBucket::sgBucketDiff fix)

2005-05-04 Thread Roman Grigoriev

- Original Message - 
From: Erik Hofman [EMAIL PROTECTED]
To: FlightGear developers discussions flightgear-devel@flightgear.org
Sent: Wednesday, May 04, 2005 12:59 AM
Subject: Re: [Flightgear-devel] Tile sizes (was Re: SGBucket::sgBucketDiff
fix)


 Curtis L. Olson wrote:

  So my question is this ... what would people think of perhaps doubling
  the equatorial tile width, and then keeping the width of all tiles fixed
  to the same value at all latitudes.
 
  One *huge* bug that would be fixed is that we would eliminate the
  unsightly cracks at the boundaries where the tile width changes, since
  the terragear tools never handled that special case of edge matching
  correctly.

 This sounds like a good idea to me. The terrain engine is one of the
 most important subsystems of a (flight)simulator and trying to get it to
 work perfectly is almost a necessity.

Also I think we should use LOD shemes for tiles - it's easy to implement and
we can use visibility up to 64 km w/o performance penalty.


 Erik

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Re: [Flightgear-devel] Tile sizes (was Re: SGBucket::sgBucketDiff fix)

2005-05-04 Thread Erik Hofman
Roman Grigoriev wrote:
Also I think we should use LOD shemes for tiles - it's easy to implement and
we can use visibility up to 64 km w/o performance penalty.
What approach would you suggest, a textured (incl. a normal map texture) 
quad, a simplified and textured tile or something different?

Erik
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Re: [Flightgear-devel] Tile sizes (was Re: SGBucket::sgBucketDiff fix)

2005-05-04 Thread Roman Grigoriev

- Original Message - 
From: Erik Hofman [EMAIL PROTECTED]
To: FlightGear developers discussions flightgear-devel@flightgear.org
Sent: Wednesday, May 04, 2005 3:51 AM
Subject: Re: [Flightgear-devel] Tile sizes (was Re: SGBucket::sgBucketDiff
fix)


 Roman Grigoriev wrote:

  Also I think we should use LOD shemes for tiles - it's easy to implement
and
  we can use visibility up to 64 km w/o performance penalty.

 What approach would you suggest, a textured (incl. a normal map texture)
 quad, a simplified and textured tile or something different?

I think we should start with simplified and textured tile. texures can be
with DXT1 compression I tried and have no difference in visual.
maybe we should have two tiles - 1234hi.btg and 1234low.btw and load them?
terragear need some modifications but they are minimal - change tile
resolution.
I tried normal mapping in flightgear (parallax mapping ) but there are some
diffculties with tangent space vectors on complex polygons and some thing
are unclear for me.
I start working on this
http://www.delphi3d.net/articles/viewarticle.php?article=terraintex.htm
I want to implement smooth transitions in FGFS. (needs at least
multitexturing.)

 Erik

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Re: [Flightgear-devel] Tile sizes (was Re: SGBucket::sgBucketDiff fix)

2005-05-04 Thread Arnt Karlsen
On Wed, 4 May 2005 16:12:46 -0700, Roman wrote in message 
[EMAIL PROTECTED]:

 
 - Original Message - 
 From: Erik Hofman [EMAIL PROTECTED]
 To: FlightGear developers discussions
 flightgear-devel@flightgear.org Sent: Wednesday, May 04, 2005 3:51
 AM Subject: Re: [Flightgear-devel] Tile sizes (was Re:
 SGBucket::sgBucketDiff fix)
 
 
  Roman Grigoriev wrote:
 
   Also I think we should use LOD shemes for tiles - it's easy to
   implement
 and
   we can use visibility up to 64 km w/o performance penalty.
 
  What approach would you suggest, a textured (incl. a normal map
  texture) quad, a simplified and textured tile or something
  different?
 
 I think we should start with simplified and textured tile. texures can
 be with DXT1 compression I tried and have no difference in visual.
 maybe we should have two tiles - 1234hi.btg and 1234low.btw and load
 them? terragear need some modifications but they are minimal - change
 tile resolution.
 I tried normal mapping in flightgear (parallax mapping ) but there are
 some diffculties with tangent space vectors on complex polygons and
 some thing are unclear for me.
 I start working on this
 http://www.delphi3d.net/articles/viewarticle.php?article=terraintex.htm
 I want to implement smooth transitions in FGFS. (needs at least
 multitexturing.)

..disregard if I'm too far off base here ;o) ;  the which tiles will we
see next depends on _where_ we are on which tile, FOV, which 
way are we looking etc, and manouvering which way are we turning.

..smaller tiles?  Are proxy servers a Linux-only thing, or can we expect
the other platforms to be able to re-use tiles off proxy like things? 

..one way could be combine a proxy etc server with a tile server in a
new wee distro to support FG.

-- 
..med vennlig hilsen = with Kind Regards from Arnt... ;o)
...with a number of polar bear hunters in his ancestry...
  Scenarios always come in sets of three: 
  best case, worst case, and just in case.


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